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Important: Crafting feedback Posted: 05 Jun 2004 04:24 PM |
Hi folks!
We're looking for some crafting feedback........
We use CNR because we don't want mass replication of items that is doable in ATS..... we want it to be tough, BUT we also want it to be worthwhile!
So please can folks regale me with some information such as:
(1) The highest end metals, gems, woods etc in game right now? (Sorry but I placed them so long ago, and I've forgotten where some are :P)
(2) What you can make with these high end metals/gems etc and how tough they are to make? Also more importantly is it worth it? :P
(3) Anything you wish to say basically........
I'm aware that some of the higher end metals etc aren't really worth seeking out, at least this is what I'm told....... SO we're looking at changing item properties etc.... and adding new items to CNR.
High-end stuff will be in -VERY- tough places obviously, so mass replication is not too abusable, but also we want the rewards to match the risk.
Basically........ feedback please! :D
cheers
- Ara |
Vives Screenshots!
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Re: Important: Crafting feedback Posted: 05 Jun 2004 04:39 PM |
Tailoring
I can't seem to find certain types of animals that are actually skinnable. Like cougars, all the ones I've seen do not leave skinnable corpses.
And I can skin an ox, but its not an option to cure or tan the hides, and theres no ox leather armour.
Would it be possible to make snakes skinnable? Snake leather would be neat. |
Eim Wioyu - errant knight of Midoran gone flipflop Alinana Amraphen - shh |
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Re: Important: Crafting feedback Posted: 05 Jun 2004 05:06 PM |
When I first came to this world, a few of my chars started getting into crafting. I have long since given it up. The reasons....& some possible solutions. 1. The lag monster was somewhat attributed to large qtys of packs filled with supplies. Goodbye packs/supplies. 1a. Not able to address this problem, as lag is way to tech for me.
2. No dependable place to buy crafting supplies. For example; the herbalist shop in Port Royale...not a single thing on the shelves.....oh well. 2a. Have certain merchants buy supplies from PCs at decent price (to make it worth their while, sliding scale based on difficulty of procuring), side benefit; then the young chars can pick them up at a marked up price, thereby completing the circle.
3. The inability to get to the places where some of the supplies were located (due to level) pretty much killed whatever interest remained. 3a. If you implement some form of #2a. then this one goes away.
That is not to say I wont get involved later, but as of right now.....naaaah!
Jody |
After my 'tour of duty' in Vietnam, I truly learned what the following phrase means...."I'd rather be 'Lucky' than good...." |
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Re: Important: Crafting feedback Posted: 05 Jun 2004 07:52 PM |
Well... I still see Greenwhisker log on as one of his other characters so often... And Calmeir is supposedly Dead, as are all my apprentices, so for the most part.. I'm the last smith. I've made all the weapons except for Mithral, which is nowhere to be found. There are several issues I have with the variations, simply because I know them so well....... So... Here is a list of everything I've made Without duplications of effects (won't list all the different weapons, only one listing per special effect, for example, the iron Chain shirt and Iron Plate have different properties)..... That I can remember..
Tin Rapier Copper Rapier Iron Rapier Platinum Rapier Silver Rapier Titanium Rapier Cobalt Rapier Gold Rapier Adamantium Rapier Titanium tipped Rapier Silver Coated Rapier Tin Chain Shirt Tin Full plate Copper Chain Shirt Copper Full plate Iron Chain shirt Iron Full plate Platinum chain shirt Silver Chain shirt Silver Full plate Titanium Chain Shirt Titanium Full plate Cobalt Chain Shirt Gold chain Shirt Gold Full plate Adamantium Chain Shirt Tin Tower Shield Copper Tower shield Iron Tower shield Platinum small shield Silver tower Shield Titanium Tower Shield Cobalt small shield Gold Tower Shield
Yeah, thats about it. I also have made things like arrowheads, but those aren't finished products with wearable effects. I don't feel like posting the effects of every smithing item in th public boards... so send me a PM if you're interested..... I know what they all do.. I carry all of the Rapiers(among others) on me if you want to see in game. Some of the effects are rather ridiculous... especially considering Iron is pretty much the second best, and Many of the Worthless materials are impossible to find and/or very difficult to work with. (Excluding Mithral, which I have 0 experience with) The others have their places, but rarely. The Armor duplicates are named because a while before I joined someone updated the effects of about half of the craftable materials. Now the Light armors have different effects than the heavy armors (usually the Light armors are way better) If You'd like... I'd love to create a More balanced system. (Especially since Most materials favor certain weapons, and frown on others, I'll explain IG if you'd like) If you have the time though... just send me a PM and maybe I can work on some things with you. |
The Legacy Saga |
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Re: Important: Crafting feedback Posted: 05 Jun 2004 09:39 PM |
Alchemy Level 14. Stopped when it was clear that getting the components needed to make the worthwhile potions would 1) kill my character, and 2) find no market because they're easier to find as random loot drops. One of the 3 or 4 worthwhile potions isn't implemented.
Woodcrafting Level 8 or 9 (for bows and arrows). Bows: Stopped when I realized that metal was needed, and figured since Iron was so heavily defended, titanium must be only minable by very powerful characters.
Arrows: I made arrows in RL. My first quiver of 20 were as good as any I could have bought. It took me fewer hours to make those arrows in RL than it did to make them IG. The two types I made IG were worse than the +1 arrows my character still buys at Port Royale. He shoots more arrows alone than he could ever make for himself - much less sell to other players as part of some semblance of a player based economic model. Anyone know how to make a bag of fire? I think they go into arrows that don't suck. Not the best arrows, mind you, but I'm still trying to find someone to tell me how to make bags of [fire | acid | thunder | etc]. Where have all the crafters gone?
Gemcrafting Level 3 I think: I made a greenstone once, it came out flawed. First, needed sand to make flasks to make oils to make ... I forgot. Animal meat was involved at some point in making gems. I had to write it down in the journal. The greenstone sold for 2 or 3 gold pieces. I think I had to level up my kick a$ fighter to level 7 or so before he could survive the adventure to dig sand. 900 lbs of sand was turned into a glass ingots which were lost in a crash. A second day trip to get 600 lbs of sand turned into enough flasks to make enough polishing oil to make enough... where was I? Oh, 1 greenstone was the net take. Fire agates are guarded by duergar or an ancient dire bear, iirc. He'll look for them instead as loot off of goblins and find more...faster. Incidentally, the crashing is a separate issue - but it DOES has a major impact on crafters. As do the scheduled server resets (as they relate to using oxen to carry things... or I should say, the decision not to use oxen as pack animals).
General issues: 1: The interdependancies on the crafting skills are an interesting concept. It works when you have enough people mastering each of the trades. We don't have enough people active enough in crafting to make it worthwhile today.
2) (Unconfirmed) Racial level limits may prevent a given character from making all things within a given trade. There's some justification in different success rates based on race, but little justification in making it impossible for certain items to be made by a given race.
3) Silly components and names for some things. Tin rapiers? May as well make it out of animal meat. I'd love to rework the final product names so we don't have "Titanium Oak Mohagany Compound Long Bows" anymore. Not to mention that Yew makes better bows than Oak (Oak is too stiff). Cobalt as a shield material? I think it would shatter. This issue doesn't affect game functionality (except when the name is too long in the vendor dialogs and you cannot see the price), but I'd love to see this worked out.
4) How necessary is it to use gating resources to limit production at this point? Example: Resources that spawn once a reset and in only one location. (e.g., chamomile). A run on high volume production of owl's wisdom isn't going to destabilize the server - especially since all 3 or 4 alchemists want the one leaf that spawns and potions... don't last long.
5) Scribing. I heard it's not implemented because it would eliminate the need for mages. Doubtful. Let's think that one over again please. For example, my mage has to kill things to advance in skill and generate income. I don't mind killing things, I find it enjoyable. It's not necessarily as IC as I'd like, so I would also find it nice to sit in La Sapienza or Ka'azim and make scrolls. Make the scrolls useable by other mages or those with enough points in Use Magic Device.
6) NPC vendors aren't a great place to sell the wares. Perhaps persistent PC operated store fronts are possible? I don't know. I'd like to make something, put it on my own vendor at a given price and then PCs can buy off that vendor whether I'm around or not.
7) We need updated and more detailed information available here on the forums or in an updated PHB. There simply aren't enough crafters online together to share information regarding locations of resources... how to do certain things..what's implemented and not implemented - and index of products and other useful information. |
-æsir
"The man that finds himself at a crossroads, and unsure of direction, is not lost. For in truth, all roads will carry him to the same destination - his fate. But it is the determined man that takes the next step." -Aren
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Re: Important: Crafting feedback Posted: 05 Jun 2004 10:21 PM |
6) NPC vendors aren't a great place to sell the wares. Perhaps persistent PC operated store fronts are possible? I don't know. I'd like to make something, put it on my own vendor at a given price and then PCs can buy off that vendor whether I'm around or not.
And vendors that could buy certain things, like resources for trades (somehow be able to set a vendor to buy cotton, for instance). |
Eim Wioyu - errant knight of Midoran gone flipflop Alinana Amraphen - shh |
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Re: Important: Crafting feedback Posted: 05 Jun 2004 11:32 PM |
I still pop in as GreenWhisker now and then but the server is usualy quite devoided of people or their all very far away. I stoped Smithing because it got very depressing having almost every piece listed as Trivial in Weaponsmithing and their is no market for it anyway merchant paye nearly nothing for it, most players cant afford the worth of the best piece and the one they can afford are either loosy or they have Some regular gear that is much better anyway.
Ho and by the way Cobalt Dagger that gives +3 Hide Skill???? Cant figure any reason why, any explanation on that one? .... Maybe its because you can stick the dagger in the ground and hide behind it ....
Mithral ha where are you! I never found any either ... aint been far in hell maybe there ...
GreenWhisker IronWeaver |
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Re: Important: Crafting feedback Posted: 05 Jun 2004 11:49 PM |
this is not intended to be a complaint on any level. this is a feedback thread, so here it is.
Gene is an 8th level enchanter, which we all know is worthless except for jewlery now that enchanting weapons/armor has been removed from the game, but i started him as an enchater back last september or so and that is/was what he is known for IG and also one of his sources for RP. this has lost its value incredibly as well as RP usefulness except for making jewelry. (havent been commissioned in over 2 months to make any jewlery)
he is a 5-6th level alchemist due to his necessity to craft oils of polish and enchanting.
He is a 6th level gem crafter, but cannot make rings/amulets on his own very well.
Making jewelry IG is extremely difficult in that one must: 1. dig sand 2. make flasks 3. gather ingredients for polish and enchanting oils which now involves slaying animals and using their meat 4. make the polish and enchanting oils 5. mine metal ore 6. smelt the ore into ingots 7. enchant the ingots 8. mine gems 9. cut gems 10.polish gems 11.enchant fine gems 12.dig clay 13.make the clay into molds 14.then pass this all off to someone who is good at making the jewlery as making jewlery depends on charisma and dex which a cleric is not so gifted with. Ulrik was my guy.
bottom line is Gene has abandoned all CNR completly due to lack of time to gather said recipes and it is no longer any fun spending my IG time going through this process. another note is that bronze is no longer craftable which yields rings of strength (by far the most popular item ever requested he make for other players)
back say maybe 5 months ago i remember spending +/- 5 IG hours minimum just trying to make, if we were lucky, 3-5 rings, and i usually had at least 2 others working for me gathering and crafting, namely Ulrik(sand, flasks, jewel cuting, and ringcrafting) and Arasus(gathering ores, and smelting into ingots). All in all with a group of three working on making rings, it still took us at least one day to come up with a successful batch of, if we were lucky 4 rings. assembling the group to set out for one purpose like this all at the same time was quite burdensome because we all know how much ore, sand, and ingots can weigh one down and if you had to wait for one/all of your partners to get IG it wasnt even worth starting this grueling process until all partners had 5 hours to dedicate to the trade. |
"PLEASE!!! Bury me with it!" |
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Re: Important: Crafting feedback Posted: 06 Jun 2004 01:05 AM |
Ho and by the way Cobalt Dagger that gives +3 Hide Skill???? Cant figure any reason why, any explanation on that one? .... Maybe its because you can stick the dagger in the ground and hide behind it .... GreenWhisker IronWeaver
I always roleplayed it that The Metal was made of a dull, Lusterless Consistency... like Graphite, and that the Cobalt allowed it easier for people to hide in the shadows, without the gleam giving away their unsheathed blades (Think of how many pictures you've seen of knives from the darkness) However.... since only the gleam was dulled, it still made as much noise as a regular blade... thus the lack of a Move silently bonus. *shrugs* Thats how I roleplayed it.... I never really thought the blade was too great for its ability requirement... but then lets look at gold... (Which really should be easier to craft than silver) Sure, its totally useless as a weapon/armor, but at least... its.... hard to work with....? and just barely easier than Adamantium? Hmmm? Because the Fires required to melt gold are.... almost hot enough to .... Work with Adamantium? How does that work?
I've always wanted to revamp the Entire Weapon making system... Especially Since Daimon is well known for the Quality of His "Steel" I've always talked about using alloys and mixing strains and Annealing coats and tempers and .... I've never actually done it... just Roleplay. I'd love to actually design the System so that all this would be possible.
However... I have 0 power as a player other than to make suggestions like these. |
The Legacy Saga |
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Re: Important: Crafting feedback Posted: 06 Jun 2004 03:09 AM |
| In version v2.33.2, I've added helms, re-enabled the crafting of bronze ingots, and reduced the top level need for enchanting ingots/gems. The promised crafting of dyes is shortly behind, probably about a week, as I figure out what to use for ingredients. |
~Alosynth
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Re: Important: Crafting feedback Posted: 06 Jun 2004 05:59 AM |
I always roleplayed it that The Metal was made of a dull, Lusterless Consistency... like Graphite, and that the Cobalt allowed it easier for people to hide in the shadows, without the gleam giving away their unsheathed blades (Think of how many pictures you've seen of knives from the darkness) However.... since only the gleam was dulled, it still made as much noise as a regular blade... thus the lack of a Move silently bonus. *shrugs*
Yea that's the idea. Cobalt is a dark blueish material. As to give it some more special, usefull stats i made up it is the only material that doesn't or hardly reflects any light. So in that case people with a drawn cobalt weapon won't be seen that good as the blade doesn't flicker. Same goes for Cobalt armors etc. I absolutely can't see how a weapon ever could give bonus on move silent.. maybe when it is extremely soft and you tie it under your shoes or something..
but then lets look at gold... (Which really should be easier to craft than silver) Sure, its totally useless as a weapon/armor, but at least... its.... hard to work with....? and just barely easier than Adamantium? Hmmm? Because the Fires required to melt gold are.... almost hot enough to .... Work with Adamantium? How does that work?
Not realy sure what you are saying here with al the questionmarks. The idea behind gold is that it is A) useless as material for a weapon or armor but B) very valuable for jewel making. To make it a bit logical gold isn't that easy to smelt or work with. We don't want people walking around with all gold jewels etc after 3 hours of crafting. Adamantium as you might know IS the hardest to work with.. as you can only smelt it once.
I've always wanted to revamp the Entire Weapon making system... Especially Since Daimon is well known for the Quality of His "Steel" I've always talked about using alloys and mixing strains and Annealing coats and tempers and .... I've never actually done it... just Roleplay. I'd love to actually design the System so that all this would be possible. However... I have 0 power as a player other than to make suggestions like these.
The system you are talking about actually is the revamped system. I made it with the help of some other players/Dm's. Many things are changed in a positive way (for example gold not being the third best weapon material). However I am no authority on smithing. I looked up information about the ores,.. their toughness and colours. I thought up stats that I thought would make sence, weren't über and could be fun and a contribution for the players of Vives. The über part was actually the most important part.. About alloys or annealing coats I absolutely don't know nothing and I wonder if it is needed. Anyway I hope this is a bit of explanation you were looking for. I'm very busy atm with school, but if you have suggestions making this skill better, more realistic and not über. Than you can always PM me or Alo. If something will change with those ideas I can't tell..
Sug |
"ehehehehe,.."
Try to look unimportant, they may be low on ammo. |
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Re: Important: Crafting feedback Posted: 06 Jun 2004 09:58 AM |
Crafting feedback
Initially, I was not very enthusiastic over the CNR system. It takes a long time, and requires so many steps to do anything useful. However, as my character gains skills in the different areas, and the chances of being able to produce something useful increases, I start spending more time increasing the CNR skills
However, here is some feedback on the system as I see it right now
(please not this is feedback and not a flame of any kind. These are not complaints. If I had to choose between Ara adding in new areas, or fixing lesser problems in the CNR system...well...sign me up for new adventures,
On the other hand, I want my cake and eat it too. I want the CNR system perfected :)
Problem: Everyone has to specialize in everthing
One problem right now that I see, is that to do any useful crafting, you must take steps in many, many different areas. Gene made an example. It requires that the character spend many steps in the different CNR skills because (and here is the problem) no one else is specializing to produce the items that others require to complete the steps in their chosen trade. As a result, everyone ends up doing a little of everything making it even more time consuming and therefore less attractive..
I understand that this was not the designers intention.
Why is this happening?
1/ no persistent merchants. Give us one persisent merchant, just one, and we can have a place where the different crafters can make and sell their components. I am not 100% sure that this will solve the general lack of "communication between crafters" (where communication is the creation of components that other crafters require", but if there is one persistent merchant, I can make arrangements with someone else to provide components they need in exchange for components I need
2/ lack of inventory space. Some items are not stackable that I feel should be. Leaves, herbs, vials, flasks... How the heck can we carry the components around if it takes up all our space? See #1
3/ Because of the low yeilds of items (thats not a bad thing) and the steps required to create anything of use, it means you must prepare a lot of the base items. If you need to work with someone else, you must either arrange to do it at the same time so they everyone is not unduly burdened with components that you would otherwise not keep, or suffer the consequences of having a full inventory. See #2 and #1
These problems mean that I will not keep the byproducts of my work that others could use (vials from tanning for example) because I lack the space... The vials get wasted and an alchemist has to repeat the work I have done (wasted effort) and increased fustration from the inordinate amount of time it appears to take.
It also means that if I want to do any serious crafting, I need to coordinate with others. Timezones make this a problem and the chances for this to happen are less.
The vision was to have different groups of characters work together. Right now, it is impractical. Find a way to address this, and crafting will happen more.
Problem: Broken Recipies, Inconsistent Menus, Broken Components
1/ Some cleanup and consistency is required with the menus. Let me talk about tailoring and alchemy because that is the one I am most familiar with.
In the curing tub, the menus are nicely broken up into submenus (small, medium, large hides) while in the tanning rack, it is one giant menu. If you can make related menus consistent, it makes it less fustrating to navigate the menues
If you increase the consistency, you can make it easier for the CNR maintainers to see if there is a problem with the menus
2/ Components listed that cannot be created, or are not available.
Cougar Skins and Cougar bags. They don't exist as far as I know. Can they be removed? The same applies to any components that cannot be found IG. Either have the components added in IG, or remove the items from the menus.
3/ Broken Recipies: the CNR designers should have somewhere a master recipie list that lists everything that can be created, and all components required to create them. This will allow, at a glance, to see what items can be created and how they are created. Then, check this against the existing menus to see if everthing works.
Reference: Theo trying to create the Heal Wort. Can a heal potion be made by a level 14th alchemist? or is the recipie irreparably broken?
Problem: Surprising lack of base tools
This was mentioned by Daah.
Gem crafting and cutting tools? Should I not be able to buy them from a gem crafter? (You might be able to get them there now, I haven't checked in a while)
Tinkerers tools... can I not buy them from a Tinkerer, or do I have to be a smith first to make the tools to become a tinkerer? (Does anyone actually Tinker? What can you do since I have never gotten the tools nor)
Tanners: can I not buy tanning acid and tanning solution at the tanners to do my work? Oh wait. You can. This is a perfect example of one that I feel has the base items required to do useful work.
Problem: Component Stackability
Yes, I mentioned it on the first point, but it deserves additional mention. There are components that should be stackable that are not. Crafting Holy water, leaves, roots, herbs, grains, dusts, flasks, vials.
If my potions stack, why do my flasks not stack? Either unstack the potions, or stack the flasks. If your goal is to make it harder to create potions (for example) either increase the number of components required, the number of steps required, or descrease the chances for success. Making it hard to carry around some of the smaller components because they do not stack is only contributing to the reason why people do not like to craft.
I do not know all the components that are available for crafting. Bigger components like skins, ores and such that do not stack, or are used to create items that do not stack should be not be stackable...unless there is a reason to make it stackable. (e.g. my shield of protection from plants +237 requires hemlock plants....ok the hemlock components should stack)
Problem Crashing
*sigh* you have just spent hours mining, digging, preparing, whatever. CRASH! server dies and everything you have done is lost. I have seen several characters give up crafting completely because of hours of work disappear because of crashes at a critical point.
Yes, perhaps they should have done less. Perhaps they should have logged periodically to save the state.
Anything you can do to improve the stability of the server in this regard will be a huge improvement.
In fact, when someone is doing a lot of crafting, it seems that crashes are a problem. Is there some correlation here?
---
I have listed the problems in what I feel to be the order of importance to deal with.
For #2, If you send me the scripting code and the menus, I will correct it to make them consistent, verify that all the recipies can be created and remove those that cannot (or tell you what components you need to add in to make it workable) I will even make you some kind of dependency chart so you can see at a glance what you can make and what is required to help you keep track of your system in the future.
If you are willing to take help from the community, I am absolutely 100% sure that there will be others who will jump at the chance to fix things, not change things according to their whims, but fix things according to the Admins instructions. Let some of us help you with the drudge work. Many hands make for light work. Everyone wants to see vives improved. This goes beyond CNR scripting.
- Paul
PS: I chose the god of crafting for a reason.... :) |
Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly. -- "...Cause he mixes it with love And makes the world taste good." -- <@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: Important: Crafting feedback Posted: 06 Jun 2004 10:38 AM |
My PC, Foli, is just beginning to get into crafting. As a dwarf, I have started with forging and weapon and armor crafting. I read this thread with great interest as I wanted to see what I was in store for.
It seems a lot of players find it difficult because of the wide variety of skills needed and the effort required to increase the skill to create an item of more utility than a copper dagger. I actually don't see a problem with the wide degree of skills necessary to make some of the more advanced items. In medieval times specialists thrived. You had the village tanner and the village blacksmith.
In order to make the crafting work, I agree with the suggestion of a persistent merchant(s) for crafting. This crafting bazaar would allow a dwarf like myself to buy some well made wooden shafts for his axes that he wants to make. As a dwarf I should be good at forging and banging the anvil. But should I be an expert woodsman as well to craft a mahogony shaft? Seems a bit OOC to me.
A PC crafting bazaar would be very interesting. Allow different characters to set up storefronts and set prices and provide inventory. Maybe require a minimum sum total of crafting levels and a monthly fee for the storefront to keep the bazaar from becoming bloated.
Just in case you were wondering, I have no idea if this would work- just thinking out loud. So feel free to slap this down. I won't get hurt. |
I wish I knew what I was supposed to do. |
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Re: Important: Crafting feedback Posted: 06 Jun 2004 11:23 AM |
There are two things about crafting that I would like to see change.
First, basic materials should be easier to get, if you want gem dust for alchemy, you should not have to cut gems and keep the dust... you should be able to buy a gem and crush it. If you want an empty vial, you shouldnt have to make it or buy acid and use it... you should be able to buy it. You can buy vials full of acid or potions, why cant you buy empty vials? Makes no sense to me.
Second, the difficulty of making something should have direct relationship to the price it sells for. Take arrows for example... you can buy 99 normal arrows for 1 gold. Take a look at Aesirs post to see what you have to do to make 20 arrows. If its so hard, why are NPCs going thru all that and then selling them for one gold on the hundred? |
Three sisters, born of the Sea A sad fate t'was in store for thee Oh Vaisha, Vahlah and Vallaesha |
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Re: Important: Crafting feedback Posted: 06 Jun 2004 03:17 PM |
A couple responses to some of the above issues:
1. Specialization:
I think this is something that you all should be taking initiative on. As crafters, you should advertise your wares, and network with eachother to let others know what components you can readily make.
There is a forum just for this in the roleplay section, Buckshire Trading Post. Advertise what you need and what you can make and you can arrange trades or sales.
Perhaps even organize your own trading day where crafters can all get together to show off what they can do and to make deals for components.
2. Recipes, Menus and Components.
These are all easily fixed once I know about them. The heal wort recipe, as mentioned earlier in this thread, was fixed a couple weeks ago, as soon as I know there was an issue with it. Perhaps one or two of the bug reports might get missed now and then, so if you feel its been missed, you can also send me a PM. Same goes for menus and components. Let me know about them, and I'll get to them. For example, I had no idea that there were no skinnable cougars, but I will make sure that some get put in. Where do the existing cougars in Vives live anyways, so I can swap some of them for the cnr Cougars?
3. Tools
Again, let us know what tools arn't available, and we can put them in. Or talk to your friendly neighborhood tinkerer and ask them for help.
4. Stackability
I'll look into this. I don't belive that raw components should be stackable from a mechanics point of view, however I can see that making the manufactured components, acids, molds, etc. stackable would help in your ability to trade in them.
5. Crashing
Something that we are of course aware of, and are working on, but is for the most part out of our hands. |
~Alosynth
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Re: Important: Crafting feedback Posted: 06 Jun 2004 03:23 PM |
Where do the existing cougars in Vives live anyways, so I can swap some of them for the cnr Cougars?
Buckshire trail has some, I believe, not sure where else. There are many animals ingame that are not skinnable that should be:
All the animals in the Buckshire Ruins One of the malar panthers in Kobai desert (the one more to the north west) A few of the bears in Sunix Woods Others that I can't readily think of.. though I've bug reported non skinnable animals a few times
And oxes are skinnable, but theres no options to cure them or anything. |
Eim Wioyu - errant knight of Midoran gone flipflop Alinana Amraphen - shh |
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Re: Important: Crafting feedback Posted: 06 Jun 2004 03:29 PM |
| Not all of the animals are meant to be skinnable, though obviously there should've been cougars somewhere that are skinnable. |
~Alosynth
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Re: Important: Crafting feedback Posted: 06 Jun 2004 03:45 PM |
Ah, thanks. I wasn't sure if they were or not, but no cougars and all the oxes, deer, and badgers being skinnable was what confused me. Can't wait for cougars thanks |
Eim Wioyu - errant knight of Midoran gone flipflop Alinana Amraphen - shh |
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Re: Important: Crafting feedback Posted: 06 Jun 2004 11:53 PM |
Hi Alo,
Thanks for the replie
1/ Specialization:
Players have been working together. The reality is that that different timezones and different RL schedules make it difficult to find a compatible crafter during the time you need one.
2/ Recipes, Menus and Components:
done. bug reports to follow
3/ Tools:
I'll have a look again for tools and make a note if I think something is missing somewhere
4/ Stackability
Would the products produced during intermediate states be considered manufactured components? If yes, then that would solve the problem well enough.
Just out of curiosity, may I ask why you believe that the raw components (such as leaves) should not be stackable?
Thanks Alo.
- Paul |
Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly. -- "...Cause he mixes it with love And makes the world taste good." -- <@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: Important: Crafting feedback Posted: 07 Jun 2004 01:27 AM |
| Actually, unless they are already stackable like the essences that I used a potion base for when making the items, it is not possible to make them stackable in the toolset. |
~Alosynth
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Re: Important: Crafting feedback Posted: 07 Jun 2004 11:11 AM |
I don't think this was mentioned before...
Items created by crafters should be in all instances identified. You should not have to ID Cured Deer Hide or the bow you made. |
-æsir
"The man that finds himself at a crossroads, and unsure of direction, is not lost. For in truth, all roads will carry him to the same destination - his fate. But it is the determined man that takes the next step." -Aren
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Re: Important: Crafting feedback Posted: 07 Jun 2004 11:34 AM |
| I'm aware of that, just slow in getting it fixed |
~Alosynth
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Re: Important: Crafting feedback Posted: 07 Jun 2004 12:33 PM |
Oooh! I'm glad someone's working on that. I've been mocked by more than a few people for not knowing what I had made by my own hand.
Thank you!
Alarwen. |
Alarwen Emeria - Patience and time... Ranger/Sorc/AA Jessminda (companion) |
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Re: Important: Crafting feedback Posted: 07 Jun 2004 01:52 PM |
Well, I have recently taken up the CNR system with Molo, my rogue, because he had lots of gems to make jewelry.
But, when he started, he had to take on so much else just to become a jewelry maker. He had to become a tinker to make flasks, an alchemist to make potions, a smelter/miner to make ingots, and he still hasn't even started enchanting or such. What I can say is that this system is really involved with the other systems really well. Tinkers are very important, alchemists need them badly, and gem crafters need alchemists, and so forth.
Here is your problem, noone else is doing anything and you cannot buy supplies anywhere. The only trade that I know of which is self sufficient is tanning, because the lady in port royale sells everything you need other than the hides, and this is our second problem.
This lady sells the acids and such needed for a small one gold piece. Im not sure if anyone knows but, to make tanning acid
1. need to get sand to make flask/bottle, which is not a lock unless your a level 3 tinker 2. need to get ingredients for acid (believe its birch bark) 3. need to create potions, which is not a lock unless your a level 2 or higher alchemist.
this is a lot of requirements for 1 gold piece, maybe if she sold them and bought them for a good price, it could stimulate the economy, create a neccesity for alchemists, which would make a need for tinkers, which would continue on throughout the other trades.
If we made the items we make economically prosperous, then the trades will take off, and maybe we will get more people on this server to get involved in the community. |
So a cleric, a ranger, and a thief walk into a bar, which one am I?
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Re: Important: Crafting feedback Posted: 07 Jun 2004 04:11 PM |
| Oh, for tailoring, how does one get a Book of Patterns? I cant find any anywhere, and I used to think it might be something you can make at higher tailoring levels, but I can't make it at 9th yet. |
Eim Wioyu - errant knight of Midoran gone flipflop Alinana Amraphen - shh |
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